scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN GEOGEBRA PADA SUB POKOK BAHASAN GARIS SINGGUNG PERSEKUTUAN DUA LINGKARAN

Author(s):  
Elok Rohmawati ◽  
Vigih Hery Kristanto

This research is a development research that aims to to find out the process and result of development of learning media of mathematics using Geogebra on sub subject of tangent alliance of two circles. Supporting devices used are RPP, BKS, BPG, and THB. The chosen development stage is Research and Development (R & D) which has been modified by adding Nieveen criteria that is valid, practical and effective. Data collection techniques used questionnaires, observation sheets and tests. According to the criteria of practicality, it is known that the questionnaire of ease of using media reaches 79.8%. The operation of this media is so easy that it's easy to remember and can be used as a tool to learn the material. Questionnaires the role of teachers reached 81%. By using the teacher's activity media in explaining the material to be a little, because the students are more observing, summing up opinions, and working on the problem, so the teacher's interaction with the students is minimal, and the material explanation is enough to use the media. Observation sheet minimizes teacher's role by 76.95%. From the observer observation the students observed more, no difficulties in the use of media. However, learning cannot be finished as in RPP. According to the effectiveness criteria seen from the test of student learning outcomes so that the mastery of classical reach 35%. This is because learning is too focused on observation and discovery of the formula so that students do not practice in doing the problem. From this research, there are several findings, namely: learning media using Geogebra, supporting tool, namely RPP, BKS, BPG, THB and instrument have validity level on valid criteria, learning media using Geogebra is easy to use, learning media using Geogebra with supporting device can minimize the role of teachers so that the media meet the practical criteria. The test of learning outcomes has not been completed in a classical manner because the classical completeness does not reach 75% upwards, meaning that the media has not met the effective criteria.

2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Isran Rasyid Karo-Karo ◽  
Rohani Rohani

Media is a tool or means as an intermediary to deliver lessons from teachers to students. Types of educational media commonly used are: graphics media, three-dimensional media, and media projection. Benefits of media in learning are: (1) Submission of subject matter can be uniformed. (2) The learning process becomes more clear and interesting. (3) The learning process becomes more interactive. (4) Efficiency in time and effort. (5) Improve the quality of student learning outcomes. (6) Media allows the learning process can be done anywhere and anytime. (7) The media can foster a positive attitude of students to the material and learning process. (8) Changing the role of teachers in a more positive and productive direction.


2020 ◽  
Vol 8 (1) ◽  
pp. 1-6
Author(s):  
ANIS SETYANINGSIH ◽  
NORIDA CANDA SAKTI

Abstrak Latar belakang yang mendasari penelitian disisni merupakan lemahnya pemahaman peserta didik pada mapel ekonomi yang menyebabkan hasil belajar belum mencapai ketuntasan klasikal. Tujuan penelitian pengembangan ini guna mendeskripsikan (1) kelayakan media pembelajaran E-Comic, (2) respon peserta didik terhadap E-Comic, dan (3) hasil belajar peserta didik sesudah difungsikannya E-Comic. Penelitian ini menggunakan model 4D yang dibatasi hanya sampai pada tahap ketiga yaitu tahap pengembangan (develop). Hasil dari penelitian ini adalah sebuah produk media pembelajaran berupa E-Comic pada materi kebijakan moneter dan fiskal dalam bentuk link dan file berformat FBR dengan bantuan software flipbuilder. Validasi E-Comic ini memperoleh hasil 98,3% oleh pakar materi, 82,2% oleh pakar media, dan 87,5% oleh pakar grafis serta respon peserta didik diperoleh presentase sebesar 99%, sehingga dapat disimpulkan bahwa media tersebut sangat layak dan menimbulkan respon positif dari peserta didik. Pengukuran peningkatan hasil belajar menggunakan Gain Score memperoleh hasil kelas eksperimen lebih tinggi yaitu 0,5 sedangkan di kelas kontrol senilai 0,4 dan ketuntasan klasikal di kelas eksperimen terjadi peningkatan dari 15% menjadi 90% sehingga ketuntasan klasikal dapat tercapai dan kelas kontrol juga terjadi peningkatan dari 20% menjadi 60% akan tetapi belum mencapai ketuntasan klasikal. Kata Kunci : Media Pembelajaran, E-Comic, Hasil Belajar Abstract The background that underlies this study is the lack of understanding of students in economic learning that causes learning outcomes have not yet reached classical completeness. The purpose of this development research is to describe (1) the feasibility of E-Comic learning media, (2) students responses to E-Comic, and (3) student learning outcomes after the implementation of E-Comic. This study uses the 4D model which is limited to the third stage, the development stage. The results of this study are a learning media product in the form of E-Comic monetary and fiscal policy material in the form of links and files in FBR format with the help of flipbuilder software. This E-Comic validation obtained 98.3% results from material experts, 82.2% from media experts, and 87.5% from graphic experts and student responses obtained by 99%, so it can be concluded that the media was very feasible and raises positive responses from students. Measurement of improvement in learning outcomes using Gain Score obtained higher experimental class results that is 0.5 while in the control class of 0.4 and classical completeness in the experimental class increased from 15% to 90% so that classical completeness can be achieved and the control class also increased from 20% to 60% but has not yet reached classical completeness. Keywords: Learning Media, E-Comic, Learning Outcomes


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2018 ◽  
Vol 2 (1) ◽  
pp. 9-12
Author(s):  
Fajar Fitri ◽  
Laifa Rahmawati

The purpose of this study is to describe the grant of science based learning media Kinect to support the improvement of students’ learning outcomes from cognitive aspect. This research is an educational development research which is adapted from the development model according to Borg Gall. The research was conducted in four main stages, that are (1) needs analysis, (2) instructional design, (3) media development, (4) validation. Instruments used in this research are assessment sheets by validator, student response questionnaires, pretests, and post test. After being validated, the media was tested to ten students, so that the results obtained of student responses and the effectiveness of improving students' cognitive learning outcomes. The result of the development is Kinect-based science learning media. From the results of research and development stage as well as experiments that have been done can be concluded that the product can improved student learning outcomes in cognitive aspect


Author(s):  
Neneng Hesti Handayani Ningsih

The reality of the process of learning mathematics that occurs commonly in the field it’s complicating dan confusing students. This is very impact on interest and student learning outcomes. One of the alternative to improve students in understanding the definition of logarithms. The purpose of this study is to know the understanding of learning concepts and to know the response of students during the learning process. The research was located at SMA Negeri 15 Bandung, in class XII-Language, the number of students 20 people consisting of 6 male students and 14 female students. The location is on jl. Sarimanis I Sarijadi Bandung. Classroom action research method with research design consists of 4 (four) stages: planning, implementation, observation and reflection. The study was conducted 2 cycles. Reflection results of the 1st cycle used as the 2nd cycle’s plan material in order to the 2nd cycle of learning process more focused. The results concluded that: The use of image illustration media can improve the concept of logarithm definition. The results of questionnaires and interviews with students showed all students were happy with the learning process, all students interested in discussing with friends, all students declared the role of teachers help in working easily and interactively, most assume the given problem is not too difficult, most students more active, and all students love to solve the problem of logarithm by using illustration of the picture. The method of group teaching is more appropriate because students can communicate with other friends so that all students can understand the definition of logarithms correctly. Keywords: Image illustration, logarithm definition, concept comprehension


Author(s):  
Mardiki Supriadi ◽  
L. Virginayoga Hignasari

Educators use various methods to explain the material so that learning objectives can be achieved, one of the methods is by utilizing learning media. The purpose of using learning media in learning activities is to facilitate communication and learning. The use of media in learning activities aims to attract the attention of students and strengthen their concentration when receiving material from educators.The development of virtual reality media is an effort to realize educational goals. One of the success of learning lies in the ability of students' learning outcomes. Learning outcomes are very important for students as a benchmark of the extent to which students understand the material delivered by educators. Virtual reality media make learning outcomes the basis of development. The purpose of this study is to produce products in the form of virtual reality media to improve learning outcomes of elementary school students.This research is a development research with 4D development model from Thiagarajan. This development model consists of the stages define (design), design (design), develop (development), and disseminate (deployment). The research and development stage is carried out until the disseminate stage with the publication of articles and a trial process to students which is done on a limited basis. Data collection instruments in the form of a questionnaire distributed to experts in the material, media, and field application.Student learning outcomes of the experimental class and the control class can be concluded that the virtual reality-based learning media used in the experimental class are stated to be more effective and can improve student learning outcomes by a percentage of 100% while the control class gets 77.3%.Keywords: learning media, virtual reality, learning outcomes


2020 ◽  
Vol 3 (1) ◽  
pp. 9-22
Author(s):  
Agustiani Putri ◽  
Cindy Oktaviani ◽  
Dadan Sumardani

Nowadays, most teenagers don't like Indonesian legends because they are considered as old-fashioned and boring stories. The results of a survey of 124 respondents who are teenagers resulted in 85% of respondents consider the legend is not interesting. Whereas 10% of respondents answered interestingly and 5% answered relatively. This study aims to: (i) develop pop-up books that present Indonesian legends for junior high school students, (ii) provide unique and interesting short stories and (iii) illustrate the comparison of student responses before and after using pop-up books as an alternative learning medium. The research method is research and development (R&D). Based on the results of this study, it was concluded that (1) this research produced a product in the form of a pop-up book entitled "Bhineka Nuswapada", 2) a pop-up book worth using as indicated by the results of the student questionnaire responses of 91.15% with the interpretation of the criteria very good and (3) based on the results of the media effectiveness test, after using the pop-up book media there was an increase in student learning outcomes with an N-Gain value of 0.41 on the medium criteria. Therefore, Bhineka Nuswapada is the best alternative medium for learning legend for students.


2020 ◽  
Vol 8 (2) ◽  
pp. 158
Author(s):  
Novi Ayu Kristiana Dewi ◽  
Bernadhita Herindri Samodera Utami

The purpose of this research is to develop a learning tool. It is a physics module REACT based which can facilitate heterogeneity of student learning styles in class. The research method used is Research & Development (R&D) with four stages 4-D, namely define, design, develop, and disseminated. The results showed that the learning module developed was valid with good categories in the material component and very good in the media component. The application of the developed learning module was effective to improve student learning outcomes in the moderate category. The distribution of the module got a very good response from physics teachers.  Thus the learning device developed is feasible to use.


2017 ◽  
Vol 17 (1) ◽  
pp. 1-10
Author(s):  
Fivia Eliza ◽  
Syamsuarnis Syamsuarnis ◽  
Dwiprima Elvanny Myori ◽  
Hamdani Hamdani

In learning lighting Installations for simple buildings (IPLBS), teachers still use a conventional model of learning. It caused down of student’s interest to the subjects. This also does not provide a challenge to the students to understand the subjects well, so completeness of student’s learning is still far from the purpose of learning. To overcome this situation, must be planned and made an interested model of learning. One of learning model that can enhance student's creativity is a project-based learning. This research was a quasi-experiment, with divided into two groups, an experimental class and a control group. The results can be seen from the student learning outcomes by using project-based learning model. It has an average value of 84.43 for the experimental class and 80 for the control group. The results indicate that project-based learning can replace the role of teachers in presenting the subject matter in front of the class.


2021 ◽  
Vol 13 (2) ◽  
pp. 367
Author(s):  
LAILA ROHIMA ◽  
Saidun Hutasuhut ◽  
Arwansyah Arwansyah

This study aims to create and develop learning media using Adobe Flash Flayer software in economics class X IIS MAN 1 Padang Lawas which can be used to support learning so as to assist teachers in delivering learning materials. This research is a development research with ADDIE development model. In addition, this study was also conducted to determine the interaction of Self Efficacy with the use of media in improving student learning outcomes. This research was conducted at MAN 1 Padang Lawas. The sampling technique was carried out by cluster random sampling technique. The results of this study are learning media with Adobe Flash Player Software developed that meet the eligibility requirements (valid) to be used as learning media in economics subjects for class X IIS. The product developed, based on an assessment of the media aspect, learning design and material aspects carried out by experts as well as responses or responses from students obtained an average percentage of 86.33% feasibility level so that the conclusion belongs to the "Very Eligible" category. There is an interaction between learning media and Self Efficacy on students' economic learning outcomes.


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